"There are a hundred different threats out there that would freeze your blood if you knew about them." The Story A lone ship travels the lanes of hyperspace. On board are the widest selection Force users that had ever gathered. There were Witches from Dathomir, Aing-Tii Monks, Baran Do Sages, Jensaarai, Fallanassi, and Sorcerers of Tund. There was a small crew of non-Force users as well. They had all gathered for a momentous journey into the Unknown Regions. A month ago, a tremor had reached out into the Force, unlike anything felt before. All of these Force Sects had felt the tremor and understood the implications. Somewhere in the Unknown Regions, a beast had awakened. Something that could potentially be the end of the Galaxy. The Jedi had gone around the galaxy and facilitated a meeting. For the first time in Galactic history, these Force groups had convened together and reached an agreement. Each would send a few members of their Sect on a joint mission to discover what danger lay in wait. The Jedi however, had opted to stay out of the affair and keep the peace back home. A treaty was formed, The Pact of The Others, between the different groups that would ensure they all work alongside each other. Now the group has just entered the Unknown Regions, following the Force as their Guide. Alliances and rivalries will rise, but only together can they uncover the mystery that threatens their existence. GameplayYou can choose any of the above groups or opt out of being a Force user altogether and be part of the support crew. I would like at least one member of each sect so if too many people are filling up a certain group I will kindly ask them to pick another. Therefore you should get your CS in quickly to get the desired group. It should be noted that most groups will require you to be the respective species, though some exceptions might be made with GM approval. We all will be working together under The Pact of The Others, at least initially. You can choose to be a canon character from the EU or make up a new one. The story takes place 65 years ABY. Most of these groups are reclusive so their interactions should be interesting… The Groups Witches of Dathomir: The Witches of Dathomir (also referred to as either Dathomirians or Dathomiri) were a group of Human Force-sensitive’s native to the planet Dathomir. They were also known as the Daughters of Allya in honor of the wayward Jedi Knight Allya, who was banished to the planet around 600 BBY, and who they regarded as their ancestress. By the time of the Galactic Empire, Allya's descendants had divided into female-dominated clans that were named after regional landmarks. Each clan had a unique set of rules regarding Force usage, but all the clans held one rule above all others: "Never concede to evil". Aing-Tii Monks: The Aing-Tii were a secretive species of alien monks who hailed from a world within the Kathol Rift and resided near that area of space. Many members of the species were Force-sensitive; these were the only Aing-Tii who ever left their planet, traveling about the Rift in large, organic starships and using advanced weaponry to destroy those who opposed them. The Aing-Tii were very reclusive; they often used violence to dissuade outsiders from probing too far into their business, although a report based on a crashed Aing-Tii ship provided galaxy with some details on their culture. Their belief system held that all events were not necessarily predetermined, but rather "guided." Unlike the Jedi or Sith, the Aing-Tii held that the Force had neither a light nor a dark side, but was full of many colors, like a rainbow. Baran Do Sages: The Baran Do were a Force sensitive tradition amongst the Kel Dor race. Baran Do philosophy and methodology centered on finding inner peace and calm, and growing closer to the Force by heeding it. The Sages counseled against rash action, and spent a great deal of time in meditation, contemplating the mysteries of the Force. Many confused the Sages' emphasis on meditation and contemplation for apathy or a reluctance to act, but in actuality they were merely waiting for the precise, perfect moment to act, as dictated by the Force. Jensaarai: The Jensaarai were an order of Force-users from the Suarbi system, who arose during the Clone Wars. Their name was Sith for "hidden followers of truth." Their philosophy and methodology was a blend of Sith and Jedi teachings. Their hierarchy loosely resembled that of the Jedi Order. During its creation and early years the Jensaarai were opposed to the Jedi, due to ignorance and the loss of their founder. After the fall of the Galactic Empire, the Jensaarai made peace with the Jedi, and even sent students to learn at Luke Skywalker's Jedi Praxeum on Yavin 4. Fallanassi: The Fallanassi, also known as Adepts of the White Current, was a religious order devoted to the White Current, which the Jedi knew as the Force. It was mostly an all-female group like the Witches of Dathomir and hardly ever taught men their teachings. With the White Current, the Fallanassi could do amazing things with illusions and a unique ability known as Force Immersion, but had no skill with manipulating the physical world through abilities such as Telekinesis. They taught that authority was an illusion and that everyone should serve only their own desires. Sorcerers of Tund: The Sorcerers of Tund were a largely reclusive, secretive group of an ancient order of Sith sorcerers notable for their concealing outfits. The Sorcerers were highly skilled in deception, illusions, and shape shifting. They rarely ventured off Tund, and were known to be driven mad by their explorations of the Force. Support Crew: This can be any number of things: navigator, diplomat, bounty hunter, Mandalorian, ect. This is a very small crew for those attracted to playing as a non-Force user. Character Sheet Name: Group: Species/Homeworld: Age: Force Skills (or just skills): Weapon: Appearance: Bio: Canon: Rules: 1. GM word is law 2. Send all CS’s for approval to the GM (Chewbacca89) 3. Two character limit for each player (if applicable) 4. Updates will be as quick as possible, so let the GM know if you will be gone for an extended period 5. Follow the TOS 6. There will be an OOC thread, so limit OOC talk in the game 7. Have fun!